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Copy file name to clipboardExpand all lines: classes/[email protected]
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@@ -3867,11 +3867,19 @@ Hints that a :ref:`Callable<class_Callable>` property should be displayed as a c
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\ **Note:** A :ref:`Callable<class_Callable>` cannot be properly serialized and stored in a file, so it is recommended to use :ref:`PROPERTY_USAGE_EDITOR<class_@GlobalScope_constant_PROPERTY_USAGE_EDITOR>` instead of :ref:`PROPERTY_USAGE_DEFAULT<class_@GlobalScope_constant_PROPERTY_USAGE_DEFAULT>`.
Hints that a property will be changed on its own after setting, such as :ref:`AudioStreamPlayer.playing<class_AudioStreamPlayer_property_playing>` or :ref:`GPUParticles3D.emitting<class_GPUParticles3D_property_emitting>`.
The ending point. This is usually the corner on the top-right and forward of the bounding box, and is equivalent to ``position + size``. Setting this point affects the :ref:`size<class_AABB_property_size>`.
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The ending point. This is usually the corner on the top-right and back of the bounding box, and is equivalent to ``position + size``. Setting this point affects the :ref:`size<class_AABB_property_size>`.
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.. rst-class:: classref-item-separator
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The origin point. This is usually the corner on the bottom-left and back of the bounding box.
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The origin point. This is usually the corner on the bottom-left and forward of the bounding box.
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.. rst-class:: classref-item-separator
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The bounding box's width, height, and depth starting from :ref:`position<class_AABB_property_position>`. Setting this value also affects the :ref:`end<class_AABB_property_end>` point.
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\ **Note:** It's recommended setting the width, height, and depth to non-negative values. This is because most methods in Godot assume that the :ref:`position<class_AABB_property_position>` is the bottom-left-back corner, and the :ref:`end<class_AABB_property_end>` is the top-right-forward corner. To get an equivalent bounding box with non-negative size, use :ref:`abs<class_AABB_method_abs>`.
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\ **Note:** It's recommended setting the width, height, and depth to non-negative values. This is because most methods in Godot assume that the :ref:`position<class_AABB_property_position>` is the bottom-left-forward corner, and the :ref:`end<class_AABB_property_end>` is the top-right-back corner. To get an equivalent bounding box with non-negative size, use :ref:`abs<class_AABB_method_abs>`.
If ``true``, :ref:`get_root_motion_position<class_AnimationMixer_method_get_root_motion_position>` value is extracted as a local translation value before blending. In other words, it is treated like the translation is done after the rotation.
var velocity = (animation_tree.get_root_motion_rotation_accumulator().inverse() * get_quaternion()) * animation_tree.get_root_motion_position() / delta
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set_velocity(velocity)
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move_and_slide()
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If :ref:`root_motion_local<class_AnimationMixer_property_root_motion_local>` is ``true``, return the pre-multiplied translation value with the inverted rotation.
Override this method to customize the returned value of :ref:`instantiate_playback<class_AudioStream_method_instantiate_playback>`. Should returned a new :ref:`AudioStreamPlayback<class_AudioStreamPlayback>` created when the stream is played (such as by an :ref:`AudioStreamPlayer<class_AudioStreamPlayer>`)..
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Override this method to customize the returned value of :ref:`instantiate_playback<class_AudioStream_method_instantiate_playback>`. Should return a new :ref:`AudioStreamPlayback<class_AudioStreamPlayback>` created when the stream is played (such as by an :ref:`AudioStreamPlayer<class_AudioStreamPlayer>`).
Copy file name to clipboardExpand all lines: classes/class_audiostreamplayer.rst
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\ **Note:** The position is not always accurate, as the :ref:`AudioServer<class_AudioServer>` does not mix audio every processed frame. To get more accurate results, add :ref:`AudioServer.get_time_since_last_mix<class_AudioServer_method_get_time_since_last_mix>` to the returned position.
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\ **Note:** This method always returns ``0.0`` if the :ref:`stream<class_AudioStreamPlayer_property_stream>` is an :ref:`AudioStreamInteractive<class_AudioStreamInteractive>`, since it can have multiple clips playing at once.
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